Similar to augury but more powerful, a divination spell can
provide you with a useful piece of advice in reply to a question concerning a specific goal, event, or activity that is to occur within one week. The
advice can be as simple as a short phrase, or it might take the form of a cryptic rhyme or omen.

For example, suppose the question is “Will we do well if we venture into the ruined temple of Erythnul?” The DM knows that a terrible troll guarding 10,000
gp and a +1 shield lurks near the entrance but estimates that your party could beat the troll after a hard fight. Therefore the divination
response might be: “Ready oil and open flame light your way to wealth.” In all cases, the DM controls what information you receive. If your party doesn’t
act on the information, the conditions may change so that the information is no longer useful. (For example, the troll could move away and take the
treasure with it.)

The base chance for a correct divination is 70% + 1% per caster level, to a maximum of 90%. The DM adjusts the chance if unusual circumstances
require it (if, for example, unusual precautions against divination spells have been taken). If the dice roll fails, you know the spell failed, unless
specific magic yielding false information is at work.

As with augury, multiple divinations about the same topic
by the same caster use the same dice result as the first divination spell and yield the same answer each time.